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Cleric Feedback as of Alpha 1 Phase 1

chaoskainchaoskain Member, Alpha Two
In general the class feels strong especially in terms of downtime and being able to solo kill enemies. The visuals and the sound feedback of spells feel great.

In the early levels (until roughly level 12) the skill tree offers choices that realy matter because you are forced to pick between more mana regen for you via blessed weapon and improved blessed weapon, more group heal spells, stronger deliverance for single target heal and so on.
Now at level 17 it feels like it doesn't matter anymore where I'm putting the next point in, since there are not enough different options to chose from.
Not in terms of different spells, but in terms of (passive, additional) improvements to the existing ones.
I know it's an alpha but that's why I want to mention this early in development so changes might be possible.

Either offer more passives e.g. crits on deliverance additionaly places HOT on target or incease their armor or give you back a potion of the mana spent or deals x% of damage to nearby enemy and so on.
Interesting would be too: you get an incentive for not charging deliverance at all (so basically spamming short single target casts get buffed) vs you add the possibility to "supercharge" the spell by casting it even longer to get more heal, or higher crit chance or it additonaly heals another wounded party member for y% or so on so you could put a point there and than lean heavy on casting speed rating to charge it up faster.

In general I would like to see clerics forced to chose between being more single target heal focus, or mana regen focused or HOT focused or AoE heal focused. ATM I'm kinda a jack of all trades bc I will have learned nearly everything there is in the tree at level 25.

Thanks for reading : )
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Comments

  • RymRym Member, Alpha Two
    Cleric is less fleshed out than other archetypes, missing in both offensive and defensive options.

    They will get more offensive spells as well as defensive spells later on. Don't make the mistake of thinking that just because Cleric is the main healer they should just be a healbot, you only mentioned healing options.

    Clerics will be monstrous combatants, not group slaves. You will want clerics not only to keep you alive but also because of their offensive power.
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  • LeiloniLeiloni Member, Alpha Two
    Honestly I feel like Cleric is one of the most fleshed out. They started this class earlier and have had a lot of time to iterate. We have an amazing toolkit. We're very well rounded with every type of heal you'd need, decent damage, CC, debuffs, buff, etc. We have an insane ability to heal almost anything and have a lot of offensive power to offer the team. It's a good start and with more levels down the line we'll get more skill nodes to spec into I'm sure.

    I do feel like with the way the skill tree is currently we can take most things so there isn't much choice. Hopefully down the line they do force some hard choices. I'd also like to see more skill expression in the class. Right now we need some balancing as we're a bit OP and I see players making clearly poor decisions and it doesn't affect them or their team. Would really love to see the risk vs reward design pillar come more into play.
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